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For me personally, the most memorable moment of the gb-studio-project game that I encountered was weirdly the moment where you encounter the person on the roof. I spent a great deal of time up there and in that area trying to figure things out. Whenever I play a game I try to immediately go outside the bounds of the game. I ignored the first few roads and people, preferring to explore and discover what the bounds of this world are. This area with the roof and the ladder leading up to it was the first place I encountered that had no more avenues to explore. After thoroughly exploring every part of this last area, I finally went to interact with the person on the roof. His speech bubble didn't surprise me but what did was his movement. At first, I thought he simply moved away from the play. I later realized that he mimicked the player's movements. Except he would continue in whatever direction the player click and would not stop until he hit a wall or hit the player. He is originally trapped on the roof but after some careful movements, I managed to get him off of the roof via the ladder. With this I managed to get him on the ground and walking around, even walking off of the screen at times. Then I managed to get him to walk out of his designed area. Sometimes he would just stop at the exit but sometimes his character would simply disappear. Overall it was surprising that software this simple could still have bugs.

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While playing it is immediately apparent that the game and its spaces are organized to promote the player to explore the world. Path’s branch off in multiple directions that make it so the player has to choose an area they want to progress into, they have the free will to go back but going forward in these areas will open up new dialogue and adventure for the player. The experience is shaped even more by the fact that interacting with certain characters will point you to walk into areas that are not immediately apparent will lead you into a new place. The separation of each scene that the path lead you down are small in size, but together make the world feel large because of how they are cut up. As you go into each space you have an amount left to the imagination where you can theorize that it took the player some time to walk to these new spaces. You can infer as the scenes cut together that the passing of time to walk is being cut out to focus the experience on the places that they are going rather than how they got there. The real-world experience is enforced by the fact that the player cannot walk through trees, fences nor the homes and other various object that obstruct their path. There is not ceiling for the top of the world keeping the player in place, this is instead put in place through the use of these objects in their path. Triggers are placed in spaces where they would naturally be placed, like the entrances to caves, houses, and down paths.